Maximum unit HP
Dec 25 2010, 1:04 am
By: The_UrChai  

Dec 25 2010, 1:04 am The_UrChai Post #1



I've seen a few (like 3) Maps that increase unit hp beyond the maximum. Wondering if anyone knew how. Mostly want to use it to stop the hp regen on zerg units in my rpg.



None.

Dec 25 2010, 6:16 am NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

It works only on very small hp numbers (<10 hp) so it's probably useless for your purpose.
You just enter a 1-digit number in the small box beside the hp field in scmdraft. But I can't remember which one works. You should be able to find it somewhere on the forums though. Or just play around with the numbers or wait for someone who remembers answers. ;)




Dec 25 2010, 3:27 pm Jesusfreak Post #3



If I remember correctly, disabled sprites will always have the unit's default hp (ie, 40 for a marine), no matter what you set the hp to, so if you set a unit's max hp to below the default max and make a disabled sprite of it, it should have more than the max hp.



None.

Dec 25 2010, 7:22 pm Kaias Post #4



Quote from NudeRaider
It works only on very small hp numbers (<10 hp) so it's probably useless for your purpose.
You just enter a 1-digit number in the small box beside the hp field in scmdraft. But I can't remember which one works. You should be able to find it somewhere on the forums though. Or just play around with the numbers or wait for someone who remembers answers. ;)
I'm pretty sure he just wants a really high maximum health value so that health regen is negligible.

Are you using SCMDraft 2?



None.

Dec 25 2010, 8:32 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

If that's the case then just enter the desired HP number. Anything larger than 9999 won't be displayed but it will work.




Dec 25 2010, 11:41 pm The_UrChai Post #6



Less than 10 hp will work :) Just using it on high armor low hp summonable units. health regen would make them mostly unhurtable. I'll experiment with the numbers. Might just roughly finish my map cuz I got a powerful bunch of computer parts for christmas that can probably play starcraft 2. Maybe even on high graphics settings. Early start on learning the system and not too many maps have been made yet. I want to hep make some great ideas possible by fiddling with the editor. :P

Here are the effects: (on terran ground units)
1=1 over max hp
2=same as 1
3=same as 1
4=same as 1
You get the idea. No other effects noted.

Post has been edited 1 time(s), last time on Dec 26 2010, 12:24 am by shadow649.



None.

Dec 26 2010, 12:35 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

There are 2 ways to get units with ie 40/10 hp. One is to use unit sprites, which are preplaced, and thus limited in space. They are also limited to the default hp/map set hp.

The other option is to mod the map. It's too hard to do efficiently.

If you make zerg regen negligible, via high hp, you'll still have high hp units. If you put an extra digit in the extra box, you'll just increase the max hp to the point where th sc gui will lie to you and say 11/10 or something like that. It won't actually be 11/10, but 11/11.

you can also mod sc so there is no zerg regen.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 26 2010, 2:17 am poison_us Post #8

Back* from the grave

Quote from name:shadow649
Here are the effects: (on terran ground units)
1=1 over max hp
2=same as 1
3=same as 1
4=same as 1
You get the idea. No other effects noted.
It's a flag, so any nonzero number will give the same results. You might notice funky colors with the flag set, such as all blue, mixed brown, orange, yellow, red, etc, or even black. I tested it out on samples of 100 units each, and when changing either the flag's number or the HP, the only difference I ever noticed was changing the HP effected the color of the unit.

And now I digress to the question...changing the HP flag will not negate Zerg HP regen once the unit gets injured...it'll still regen, but only up to the "real" max hp. What I mean is if a Zergling has 10 max HP, and the flag is checked, it'll display 11/10, but only regenerate up to 10/10 after it gets hurt. Like rockz said, you'd have to mod the map to remove the HP regen completely.

If you're messing around with high HP units, remember the max is 224 - 1, or 8,388,608. In addition, if you give the unit the max amount of HP and set the HP flag, it will crash the game upon selecting the unit. I can't remember if I tested attacking the same unit, but it will probably also crash.





Dec 26 2010, 3:53 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

The box is not a "flag", it's the first byte for hp. You can put any number from 0-255 in the box (though scmdraft only lets one digit in the box). HP is four bytes with th first byte being hidden. Regen is accomplished by adding a small number every frame to that first byte. Thus if a unit has 1 hp and 255 in the box, it would have nearly 2 hp. Current hp in the gui always rounds up to the nearest number on the second byte, whereas max hp always rounds down.

The wireframe is calculated using a random number and a ratio of current hp and max hp. when that ratio is over 1, strange colors appear.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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